Street Fighter V Beta 2 Thread: Welcome, future 21007s! Now on PC!

Status
Not open for further replies.
If you still have some left over I'm here to grab em

You don't have a beta key? I can send you one. Give me your steam e-mail.

EDIT: Nvm, beta keys are region locked. If you're from South America, though, then send me your e-mail.

This is the type of shit I hope to see in more SFV matches as people get a hold of the systems.

https://www.youtube.com/watch?v=nSrQGdQT1aY

That mika player was sick, but he fucked up his execution and paid for it. Those clutch victories where you can tell a person really knows their character and how to play against others is what people should evolve to.

And steamrolling people isn't hard right now. I'm ass at fighters but I was able to take matches because people play this game like SF4 still.

Mika is so cool <3
 
This is the type of shit I hope to see in more SFV matches as people get a hold of the systems.

https://www.youtube.com/watch?v=nSrQGdQT1aY

That mika player was sick, but he fucked up his execution and paid for it. Those clutch victories where you can tell a person really knows their character and how to play against others is what people should evolve to.

And steamrolling people isn't hard right now. I'm ass at fighters but I was able to take matches because people play this game like SF4 still.

Is this the match with that Nando dude, because that was hype as fuck.
 
Gootecks got way too hype over that lol. It was definitely sick, but that's pretty much the R. Mika game, easy corner pressure and so many options.
 
You don't have a beta key? I can send you one. Give me your steam e-mail.



Mika is so cool <3

I really think we see so much cool shit with Mika because it's so readily apparent at what she can do, as opposed to Laura who's going to take a lot of time to suss out what she can and can't do. That's after her nerf, and she's still hype! People throw a lot of focus on her because her tools are right in your face.

Is this the match with that Nando dude, because that was hype as fuck.

Favorite part of CapCup by far.

Gootecks got way too hype over that lol. It was definitely sick, but that's pretty much the R. Mika game, easy corner pressure and so many options.

But Mika players have to work harder to get people in that corner.
 
Gootecks got way too hype over that lol. It was definitely sick, but that's pretty much the R. Mika game, easy corner pressure and so many options.

The crush counter delayed f.HP on the opponent's wake up was the sickest part.

But the Ryu play is underrated because Mika is so sick. Dude was out for blood after he got bodied, loved how offensive he was in the last round.

I really think we see so much cool shit with Mika because it's so readily apparent at what she can do, as opposed to Laura who's going to take a lot of time to suss out what she can and can't do. That's after her nerf, and she's still hype! People throw a lot of focus on her because her tools are right in your face.



Favorite part of CapCup by far.

I think Laura's just more boring, not just that her stuff is more hidden.

Karin is more complicated than Mika, but she's still awesome. Laura is just... not fun. She's the one character I'd choose to get new shit if I had to choose one.

I do love her fireball, though. We'll see. I'll give her a try this beta, but I'll be playing mostly Cammy and Ryu this time.

But Mika players have to work harder to get people in that corner.

Maybe now after the nerfs, but in the previous beta, we really really didn't. Haha.

She was waaaay too good. I actually like her nerfs, I think it might put more focus on resets into command grabs. You know, like a grappler.

I just hope they don't hit my girl Karin too hard with the nerf hammer. She wasn't THAT powerful. But doesn't matter. As long as she has the ojou laugh (please add that as a taunt, Capcom, I want to piss people off) and the fierce ass win pose after the match, I'm in.

Ooohohohoho~
 
Laura still has potential, going by the full roster trailer she seems to have some new links so gotta see how she shapes up in the latest build.
 
Karin is really awesome on paper.. but then you find out 90% of her options can be beat out be mashing crouch jab lol. She's a mixup character that doesn't have good mixups. I still like playing her tho

I really wanted to see if there was any changes for her but it looks like we might not see her in this beta :(
 
This is the type of shit I hope to see in more SFV matches as people get a hold of the systems.

https://www.youtube.com/watch?v=nSrQGdQT1aY

That mika player was sick, but he fucked up his execution and paid for it. Those clutch victories where you can tell a person really knows their character and how to play against others is what people should evolve to.

And steamrolling people isn't hard right now. I'm ass at fighters but I was able to take matches because people play this game like SF4 still.

That's one of the reasons why my hype around SFV remains high. It can potentially get better after the details are ironed out.


I really think we see so much cool shit with Mika because it's so readily apparent at what she can do, as opposed to Laura who's going to take a lot of time to suss out what she can and can't do. That's after her nerf, and she's still hype! People throw a lot of focus on her because her tools are right in your face.

Yeah, it's clear that at the moment, Laura needs more time to get used to.
 
Karin is really awesome on paper.. but then you find out 90% of her options can be beat out be mashing crouch jab lol. She's a mixup character that doesn't have good mixups. I still like playing her tho

Yeah, jabs were way too powerful in the last beta, but isn't the priority system exactly for the purpose of making jab spam less powerful? She should be a lot better now.

And she's just fun, maan. C.MK into instant uppercut has some tight timing, it's a lot of fun to execute.
 
Karin is really awesome on paper.. but then you find out 90% of her options can be beat out be mashing crouch jab lol. She's a mixup character that doesn't have good mixups. I still like playing her tho

I really wanted to see if there was any changes for her but it looks like we might not see her in this beta :(
Game has a priority system now, mashing jabs isn't saving your butt.
 
Just wanna throw my name out there if anyone is considering gifting some extra PC betas. I'd like to try my hand at both PC and PS4 so I can decide which to go with in the end. (NA region)

Edit: Nevermind, I just realized one of my friends has the game on PC. All PC owner get a couple giftable copies of the beta, right?
 
I think the number of characters is going to be the most negative thing from a spectator point of view rather than combos. USF4 has over 40 character and it's always fun when someone good with like a Makoto or Blanka or other lesser used characters gets on a tourney stream and does well. Like when Gamerbee came out rocking Adon when no one was playing the character at high level.

The same match-ups are going to start happening over and over in SFV early in its life especially if a few characters are clear stand outs in power level.The roster right now is fine in my opinion, but not sure how it will go over for casual fans who like to watch on Twitch or whatever more than actually play. If Capcom is trying to build that esports competitive hype, this might be an issue for the game in the first year.
 
Just wanna throw my name out there if anyone is considering gifting some extra PC betas. I'd like to try my hand at both PC and PS4 so I can decide which to go with in the end.

Should probably say where you're from, beta keys are region locked, unfortunately.
 
Got an extra beta key from a friend of mine woo. Now to hide in training mode and practice QCF on my crappy 360 controller.
 
I think the number of characters is going to be the most negative thing from a spectator point of view rather than combos. USF4 has over 40 character and it's always fun when someone good with like a Makoto or Blanka or other lesser used characters gets on a tourney stream and does well. Like when Gamerbee came out rocking Adon when no one was playing the character at high level.

The same match-ups are going to start happening over and over in SFV early in its life especially if a few characters are clear stand outs in power level.The roster right now is fine in my opinion, but not sure how it will go over for casual fans who like to watch on Twitch or whatever more than actually play. If Capcom is trying to build that esports competitive hype, this might be an issue for the game in the first year.
It'll be a negative at first, but it'll be a positive in the long run because with 2 character releasing bimonthly, people will be starving for new stuff to try. Just look at the Smash hype threads.
 
I think the number of characters is going to be the most negative thing from a spectator point of view rather than combos. USF4 has over 40 character and it's always fun when someone good with like a Makoto or Blanka or other lesser used characters gets on a tourney stream and does well. Like when Gamerbee came out rocking Adon when no one was playing the character at high level.

The same match-ups are going to start happening over and over in SFV early in its life especially if a few characters are clear stand outs in power level.The roster right now is fine in my opinion, but not sure how it will go over for casual fans who like to watch on Twitch or whatever more than actually play. If Capcom is trying to build that esports competitive hype, this might be an issue for the game in the first year.

By the end of the first year we'll have 22 characters. We're going to see new characters every couple of months, which should definitely help in keeping things fresh. If it was the normal "wait for the update" schedule, I'd agree, but I think the roster releases should help a lot with this.
 
Yeah, jabs were way too powerful in the last beta, but isn't the priority system exactly for the purpose of making jab spam less powerful? She should be a lot better now.

And she's just fun, maan. C.MK into instant uppercut has some tight timing, it's a lot of fun to execute.

Game has a priority system now, mashing jabs isn't saving your butt.


Oh yeah I forgot about that. That should help Karin a lot.
 
I like the inclusion of the priority system. Just need to play the game to see how it really works. I'm assuming it will be in this beta?
 
Agree on both fronts. Which is why the first beta, or the E3 build felt the most fun. The combos weren't crazy long or hard, but you at least felt like you had options to choose from. I really liked that version of SF5. But, I'm one of those guys that wants everyone to feel crazy powerful in a fighting game. Mika's corner mixup is too good?! Then make sure everyone else has a tool that's just as good.

Blanding characters into irrelevancy is definitely a valid concern. Capcom has been both thoughtfully subtle and thoughtlessly hamfisted in handling character balance across the SF4 iterations. I remain hopeful for V.
 
Laura still has potential, going by the full roster trailer she seems to have some new links so gotta see how she shapes up in the latest build.

I checked out the trailer to see what you were talking about.

I don't think the V-Skill/overhead after the cr.HP combo'd nor the cr.MP after the V-Skill/Overhead. Some of the combos in the trailer didn't actually combo.

I hope I'm wrong tho, guess I'll find out tonight if Laura is fun or if Laura is a struggle Abel
 
This is the type of shit I hope to see in more SFV matches as people get a hold of the systems.

https://www.youtube.com/watch?v=nSrQGdQT1aY

That mika player was sick, but he fucked up his execution and paid for it. Those clutch victories where you can tell a person really knows their character and how to play against others is what people should evolve to.

And steamrolling people isn't hard right now. I'm ass at fighters but I was able to take matches because people play this game like SF4 still.

"Let him know" LMAO.
 
I'm starting to think beta testing has been a huge mistake.

On paper, it's REALLY awesome that Capcom is doing this. But, the FGC really doesn't have the right mentality for it.

People have gotten way too accustomed to being closely involved with the development process...to the point that we're taking it for granted.

Most FG companies don't do anything even REMOTELY as inclusive and transparent as this.

I think the key difference between how SFV is handling its beta process and how Skullgirls ended up handling theirs was the direct player to developer feedback. You got the how's and why's of certain balance and overall system change decisions while being able to beta test often times daily changes to the formula of the game. I don't think there's a sense that whatever feedback players are putting forward are actually being listened to and considered. Obviously there's a difference in scale - there are a lot more people going to be playing SFV and potentially providing feedback than there were playing the Skullgirls beta - but I think that lies at the crux of the issue people are having with the beta process at the moment.
 
One of the best (and biggest) changes this game went through since its announcement. It definitely makes everything much more interesting.

Is it a change? This is from beta 2 and people are just now figuring this out. We can't go back to beta 1, but the only reason it's being shown now is because of the "cracked" version.
 
Is it a change? This is from beta 2 and people are just now figuring this out. We can't go back to beta 1, but the only reason it's being shown now is because of the "cracked" version.

Really? Well, shit, then I have to learn how to properly take advantage of this, because jabs definitely felt way too powerful during beta 2.
 
Yeah, jabs were way too powerful in the last beta, but isn't the priority system exactly for the purpose of making jab spam less powerful? She should be a lot better now.

And she's just fun, maan. C.MK into instant uppercut has some tight timing, it's a lot of fun to execute.

Yeah, that c.mk x ewgf is ridiculous tough now that they removed the delayed version.
 
I don't think it's as much the length of combos, but more the options presented. Due to the leniency of the system it's fairly easy to find an optimized combo, with an understanding of the mechanics, in around 30-60 minutes. The execution of said combo is no longer an issue, making that the go to for any scenario. Ryu was a good example, early on he had many combo options, although their length wasn't very long. However, he could get close to maximum damage on a few different combos and have some decent setup combos, ala MP-MP-Sweep. Even then, the system felt limited, as exploration for veteran players took very little time outside of awkward 1 frame link walk forward combos.

However, a big factor still stands. Game isn't out, need more time to break the system to find better things. It's the whole point of fighting games.

Man that's one of my biggest complaints. I really enjoyed beta 1 Ryu because he had plenty of options. Good max damage up close, light confirms, combos against crouchers, meaty overhead, combos when your opponent isn't right next to you and so on.

Since then they've removed most of it. And honestly I can live with that, but I hate the fact that they continued to lower damage, stun, and remove novelty options like neutral jump tatsu which is gimmicky at best. I just rather everybody be very good instead of everybody being equally bad or mediocre. So I really hope that some character that needs buffs gets them and maybe 1 or 2 changes system wide(like throws going back to 200 stun maybe?).

As for Ryu, I don't need all the combos back, I would just like to see some of the changes reverted for Ryu. If they were to give Ryu back his MK tatsu hitting crouchers and SRK's doing full damage on later frames(and yes, give that to everybody with a DP as well) then I'd be pretty happy with that as the final version.
 
What do you mean?

You had a much longer window to cancel the c.mk before. Apparently you can do that anymore. It has to be pretty much instant.

The delayed version made it easier to get off the ewgf since you pretty much have to plink it. Now you are going to have pretzel fingers trying to get it off.
 
You had a much longer window to cancel the c.mk before. Apparently you can do that anymore. It has to be pretty much instant.

Sheeeeeit, I'm fucked. I used to hit confirm c. MK and then "plink" MK~MP after the QCF to get it consistently, I'll have to find a new way of doing it reliably now, then.

Too bad she's not in this beta.
 
Sheeeeeit, I'm fucked. I used to hit confirm c. MK and then "plink" MK~MP after the QCF to get it consistently, I'll have to find a new way of doing it reliably now, then.

Too bad she's not in this beta.

Same. You were the one that recommended that to me. Lol. Now I'm going have to seriously practice that again.
 
Here's a speculation-

Maybe they're intentionally making the game dumbed down/limited at release as a strategy to bring in new players and give them a more even playing field when playing online matches.

They can always add in more layers of complexity as the years go on as we've seen with Super/Ultra. If they removed stuff from the "finished" product... there would be a huge backlash.

The FGC has a hard time growing because to the average kid/player sees the barrier to entry on these games are just way too high. I think that's why Smash does so well... really that's probably one of the most execution heavy fighting games ever at a high level... but it's also very easy just to pick up and play casually.

Capcom/Sony is playing the long game with this title... don't write it off if it's not exactly everything you want it to be right out of the gate.
 
Here's a speculation-

Maybe they're intentionally making the game dumbed down/limited at release as a strategy to bring in new players and give them a more even playing field when playing online matches.

They can always add in more layers of complexity as the years go on as we've seen with Super/Ultra. If they removed stuff from the "finished" product... there would be a huge backlash.

The FGC has a hard time growing because to the average kid/player sees the barrier to entry on these games are just way too high. I think that's why Smash does so well... really that's probably one of the most execution heavy fighting games ever at a high level... but it's also very easy just to pick up and play casually.

Capcom/Sony is playing the long game with this title... don't write it off if it's not exactly everything you want it to be right out of the gate.

I think it's because it's better to add them later, after the game is in our hands and we've had time to play, than take tools away at that point.

I do wish they would communicate the changes and the reasoning behind them. The testers have a lot more information than we do. Maybe we'll get that after the full game is released.
 
Status
Not open for further replies.
Top Bottom